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Topics - Wanderer

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Suggestions / railgun nerf suggestion
« on: October 02, 2018, 10:55:30 PM »
Perhaps an idea to nerf railguns is to not multiply the amount of damage with the penetration, but to divide the damage by the penetration and have that damage done to every single layer. If you shoot less blocks then thats sad for you but it passes through and continues the shot.

basicly if i have a 3000 dmg railgun with a pen of 6, i deal 500 dmg to the 1st to 6st layer of blocks i hit. Ofcourse a damage increase to some blocks would be nice, like 2X the dmg against generators and so, but not just multiplythe dmg with the penetration.

2
Bugs / multiplayer stuck on loading screen
« on: September 25, 2018, 07:18:28 AM »
I have been playing on this server for quite some time but now it doesn't wanna load anymore. It got stuck when i jumped quite far into an unknown sector and ever since it does not load anymore but its stuck on the loading screen. Any ideas?

I tried joining another server and that one loaded, although it did take quite a long time compared to usual. This was a server i've never been on.

3
General Discussion / antishield turret dps increase against shields?
« on: September 24, 2018, 08:11:56 AM »
Does anyone knows how much more dps lightningturrets, plasma and tesla's do against shields?

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Bugs / mad does not hail but gets you the talking screen
« on: September 23, 2018, 01:53:55 PM »
Mad does not hail but gives you the talkingscreen so you cant fly away from the bugger and he gets to annihilate you without even having a chance to fly away or attack him.

5
Suggestions / turret factory built time
« on: August 12, 2018, 06:31:19 PM »
As an idea for the bug posted by devious, i would like to see built time added to turrets being built at turret factory's, as it would counter the entire problem of quickly crafting dozens and dozens of turrets and selling them for a lot of money. I dont mind the selling part, but you shouldnt be instantly given the turrets, as it would take time to assemble them. Then its still possible to make money, but not that quickly and that easy.

6
Bugs / coax point defense
« on: July 06, 2018, 01:29:07 PM »
Well quite simple, there are coax point defense weaponry, wich kinda brakes either the pdc being always 1 slot or the coax weapons being 5 slots or more...

Also, the damage isn't 3 times as much as normal weaponry (i've spammed the coax and guns guns guns command at the /run Entity... command) and none, either coax or guns got above 50.

Are pdc meant to be available in coax weapons? Or is the damage not multiplied by 3 and the slot amount?

7
Its a quite simple, let us make flak and laser defense in turret factorys

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Gameplay Discussion / tesla inaccuracy?
« on: June 21, 2018, 07:21:56 AM »
Tesla's seem to have an inaccuracy (mine have 98) but they are deadpoint-accurate like lasers. Anyone knows what's the idea and/or if it isn't supposed to be laser-accurate?

9
As it stands now, turret factory made turrets are way to good. In my opinion, this is because they arent balanced at all. You get the max dps, range and firerate if you just max out all components (with exceptions where less is better). Only  fire rate for cooldown weapons can be usefull to change, so they (almost) dont overheat. This way you get the overpowered weapons wich we all use these days as soon as we can pay for them.

And now my suggestion:

Make turret building function like the fighter mechanic: with points you can spent. The idea is that you can spent points on accuracy, damage, fire rate, range, energy usage and energy increase, and overheat speed.

To make sure the turret facs dont end up all the same i suggest that you give turret factorys a few specialities, like a larger increase in range, damage accuracy etc, wich then can vary between certain bounds so one can still be better than a different factory with the same specialities.

I like the use of goods, so i propose to bind the goods needed to the stats you give your turret. As example: if you improve the amount of damage, the amount of goods (those wich are now needed to improve damage by adding more) increases as well.

This way i think turret factories will still be better than found turrets most of the time, but at least not so overpowered anymore and leads to more ballanced turrets instead of uberturrets, wich are powerfull enough to use just one and then you're capable of killing most enemys there are, except for the strongest of enemys.

Research could be really nicely changed to go with this, by giving a player the option to improve some points of the turrets instead of giving some random turrets: lets say you got 5 exceptional turrets. with fighters the amount of points you can spent on them it is +5 every time the rarity goes up by one. This i do propose to, so you can add extra points to the turret, so it becomes better at a certain point. This way legendary turrets would become what they should be: the pinnacle of weapons, not some random turrets that might be good or not.

Im sorry for the grammar...

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Bugs / anti-fighter and point defense turrets unable to make?
« on: March 20, 2018, 07:15:58 AM »
I dont know if this is because im not far enough in the game (both sides of the barrier) but i cant make point defense lasers and antifighter turrets. Anyone else that has this?

11
Suggestions / dogfights?
« on: March 15, 2018, 02:17:07 PM »
With how it stands now, fighters are really strong, even with the upcoming flak and point defense. So i think the fighter shouldnt trigger the dodge of a fighter so dogfights become a reality and a more effective but less easy to change way to deal with fighters would become a reality. With how strong fighters can be though, maybe only make fighters wich have point defense or flak not trigger the dodge but do instant damage to, if dedicated to these fighters, take out fighters faster and giving a more mobile option for antifighter ships than normal ai ships due to their slow speed.

I know this post doesnt have a clear point, but i think others agree that fighter vs fighter would be a nice thing to add.

Any thoughts?

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Bugs / singeplayer crashing when selecting torpedoes
« on: March 09, 2018, 08:11:13 AM »
So i started beta branch as well because i wanted torps... i bought torps but when going to the topedoes tab of the ship, it crashes my game. It says first: error creating shaders (...) not enough space for defined varyings, your hardware might not meet the minimum requirements for the game

Is it just my pc or not? Also dont know  where to put it, bugs or feedback...

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